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Edited vector_math.rst (added clarifications) (#595)
* Adding clarifications in vector_math.rst
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@@ -60,7 +60,7 @@ Vector Operations
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You can use either method (x and y coordinates or angle and magnitude) to
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refer to a vector, but for convenience programmers typically use the
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coordinate notation. For example, in Godot the origin is the top-left
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corner of the screen, so to place a 2D node 400 pixels to the right and
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corner of the screen, so to place a 2D node named ``Node2D`` 400 pixels to the right and
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300 pixels down, use the following code:
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::
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@@ -123,7 +123,7 @@ Let's look at two common uses for vector addition and subtraction.
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- Movement
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A vector can represent **any** quantity with a magnitude and direction. In
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A vector can represent **any** quantity with a magnitude and direction. Typical examples are: position, velocity, acceleration, and force. In
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this image, the spaceship at step 1 has a position vector of ``(1,3)`` and
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a velocity vector of ``(2,1)``. The velocity vector represents how far the
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ship moves each step. We can find the position for step 2 by adding
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@@ -161,7 +161,7 @@ by its magnitude:
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::
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var a = Vector2(2, 4)
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var m = sqrt(a.x*a.x + a.y*a.y)
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var m = sqrt(a.x*a.x + a.y*a.y) # get magnitude "m" using the Pythagorean theorem
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a.x /= m
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a.y /= m
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@@ -198,7 +198,7 @@ to handle this. Here is a GDScript example of the diagram above using a
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::
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var collision = move_and_collide(velocity * delta)
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var collision = move_and_collide(velocity * delta) # object "collision" contains information about the collision
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if collision:
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var reflect = collision.remainder.bounce(collision.normal)
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velocity = velocity.bounce(collision.normal)
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@@ -243,7 +243,7 @@ Facing
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We can use this fact to detect whether an object is facing toward another
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object. In the diagram below, the player ``P`` is trying to avoid the
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zombies ``A`` and ``B``. Can the zombies see the player?
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zombies ``A`` and ``B``. Assuming a zombie's field of view is **180°**, can they see the player?
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.. image:: img/vector_facing2.png
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